Monday Jan 13, 2014

Phaser and NetBeans IDE (Part 3)

In part 1 and part 2 I introduced Phaser a bit. Let's now set up our project so that Phaser objects such as "Sprite" can be seen in code completion, as shown below:

What you need to do is clone the Phaser sources into your project's "www/js/libs" folder. Then wait a bit for background scanning to complete, which is when the parsing is set up.

And then you can use code completion, as shown in the screenshot above (click to enlarge it). Another approach is to create a symlink to your project from the cloned Phaser sources. Yet another approach is to use a PHP project, instead of an HTML5 project, since the PHP project has an include path setting in the Project Properties dialog, where external sources can be included for editor purposes, where the "phaser/src" folder can be registered. 

The approach of using the Phaser sources actually conforms to the standard way of developing applications with Phaser, as stated here: "You should include phaser.min.js in your html when you deploy the final, finished version of your game. Until that point you should use phaser.js (the non-minified version) as you'll get accurate debugging / line numbers from it should something die internally." (See here.)

About

Geertjan Wielenga (@geertjanw) is a Principal Product Manager in the Oracle Developer Tools group living & working in Amsterdam. He is a Java technology enthusiast, evangelist, trainer, speaker, and writer. He blogs here daily.

The focus of this blog is mostly on NetBeans (a development tool primarily for Java programmers), with an occasional reference to NetBeans, and sometimes diverging to topics relating to NetBeans. And then there are days when NetBeans is mentioned, just for a change.

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